extends Resource class_name RunData const RUN_POINTS_NEXT_NUMBER : int = 2 const RUN_POINT_MAX_LEVEL = 5 # TODO signal current_run_point_changed(rp : RunPoint) var run_seed = randi() @export var level = 0 @export var story_step : StoryStep @export var next_run_points : Array[RunPoint] @export var current_run_point : RunPoint = null : set(v): current_run_point = v current_run_point_changed.emit(v) @export var artefacts : Array[Artefact] = [] var plant_info = RunDataPlantInfo.new(self) func is_finished() -> bool: return story_step.is_run_finished(level) func get_progress() -> int: return story_step.get_run_progress(level) #region ------------------ Run Points ------------------ func generate_next_run_points() -> Array[RunPoint]: next_run_points = [] for i in range(story_step.get_run_point_number(level+1)): var last_modifiers : Array[String] = [] if len(next_run_points): for m in next_run_points[0].region_parameter.modifiers: last_modifiers.append(m.modifier_name) next_run_points.append( generate_next_run_point(last_modifiers) ) return next_run_points func generate_next_run_point(last_modifiers : Array[String] = []) -> RunPoint: var region_parameter = RegionParameter.new() var next_level = level+1 var challenge_modifiers = generate_challenge_modifiers().filter( func(m : RegionModifier): return not m.modifier_name in last_modifiers ) var benefic_modifiers = generate_benefic_modifiers().filter( func(m : RegionModifier): return not m.modifier_name in last_modifiers ) var normal_modifiers = generate_normal_modifiers().filter( func(m : RegionModifier): return not m.modifier_name in last_modifiers ) if story_step.need_gameplay_modifier(next_level): var is_challenge = randf() < story_step.get_challenge_chance(next_level) if is_challenge: region_parameter.modifiers = [ challenge_modifiers.pick_random(), benefic_modifiers.pick_random() ] as Array[RegionModifier] else: region_parameter.modifiers = [ normal_modifiers.pick_random() ] as Array[RegionModifier] region_parameter.modifiers.append_array( story_step.get_gameplay_modifiers_for_region(next_level) ) region_parameter.modifiers.append_array( story_step.get_story_modifiers_for_region(next_level) ) region_parameter.objective = story_step.get_objective_for_region(next_level) region_parameter.charge = story_step.get_charge_number(next_level) return RunPoint.new( region_parameter ) func choose_next_run_point(run_point : RunPoint = null) -> RunPoint: if run_point == null: run_point = generate_next_run_point() level += 1 current_run_point = run_point GameInfo.game_data.start_region(run_point.region_parameter) next_run_points = generate_next_run_points() return current_run_point #endregion #region ------------------ Modifiers ------------------ func generate_normal_modifiers() -> Array[RegionModifier]: return [ AridModifier.new(), HumidModifier.new(), PoorModifier.new(), HarshModifier.new(), ToxicModifier.new(), SandyModifier.new(), MagneticModifier.new(), ] func generate_benefic_modifiers() -> Array[RegionModifier]: return [ VendingMachineModifier.new(), ResonnanceModifier.new(), InstableModifier.new(), CaveModifier.new(), ] func generate_challenge_modifiers() -> Array[RegionModifier]: return [ RockyModifier.new(), RadioactiveModifier.new(), ContaminatedModifier.new(), StormModifier.new(), ] #endregion #region ------------------ Artefacts ------------------ func add_artefacts(a: Artefact): artefacts.append(a) GameInfo.game_data.player_data.update_with_artefacts(artefacts) #endregion